Unity: 自定义角色中的蒙皮网格替换

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Unity允许运行时替换SkinnedMeshRenderer的网格来实现自定义角色部件,分两种情况Optimize Game Objects 于 Nonoptimized GameObjects

Optimize Game Objects是模型Rig选项,开启后骨架不会在场景中存在,而是放入了内部存储。这种情况下只需简单替换mesh就行,不需要重新设置骨骼信息

public static void ReplaceSkinnedMeshOptimized(SkinnedMeshRenderer src, SkinnedMeshRenderer dst){    dst.sharedMaterials = src.sharedMaterials;    dst.sharedMesh = src.sharedMesh;    dst.localBounds = src.localBounds;}

对于没有优化的Rig 需要重新设置骨骼信息

public static void ReplaceSkinnedMeshNonOptimized(SkinnedMeshRenderer src, SkinnedMeshRenderer dst){    Dictionary<string, Transform> skeleton = new Dictionary<string, Transform>();    Transform[] allTrans =  dst.transform.GetComponentsInChildren<Transform>(true);    foreach (var item in allTrans)    {        skeleton[item.name] = item;    }    dst.sharedMaterials = src.sharedMaterials;    dst.sharedMesh = src.sharedMesh;    Transform[] bones = new Transform[src.bones.Length];    for (int ii = 0; ii < bones.Length; ii++)    {        bones[ii] = skeleton[src.bones[ii].name];    }    dst.bones = bones;    dst.rootBone = skeleton[src.rootBone.name];    dst.localBounds = src.localBounds;}
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